/*{	// Intro - Show the corresponding picture
				if (timer > 0 && timer < 10000) {
				// Helper pointer to the current picture
				SDL_Surface* aktualniObrazek;
				if (timer < 4000) {	aktualniObrazek = intro1;} 
				else if (timer < 7000) {aktualniObrazek = intro2;}
				else {aktualniObrazek = intro3;	}
				// Calculate the transparency of the picture
				Uint32 alpha = (timer - 1000) % 3000 / 8;
				if (alpha > 255) alpha = 255;
				// Blit the picture on a black screen
				SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
				if (timer > 1000) {
					SDL_SetAlpha (aktualniObrazek, SDL_SRCALPHA | SDL_RLEACCEL, alpha);
					SDL_BlitSurface(aktualniObrazek, NULL, screen, NULL);
				}
			}
			// End of intro, unload the pictures and move on to menu.
			if (timer > 10000) {
                SDL_SetAlpha (intro3, SDL_SRCALPHA | SDL_RLEACCEL, 255);
				UnloadIntro();
				TimerStop();
				gameState = GS_MENU;
			}
		break;*/

/*
MOVE TO MyIntro obj
// Loads the introduction pictures into memory
void MyEngine::LoadIntro(){
	// Serves to hold the picture, optimised for drawing on the current surface
	SDL_Surface* converted;
	intro1 = IMG_Load("images/intro1.png");
	intro2 = IMG_Load("images/intro2.png");
	intro3 = IMG_Load("images/intro3.jpg");
	// Try to convert each picture and if unsuccessful, let it be
	converted = SDL_DisplayFormat(intro1);
	if (converted) intro1 = converted;
	converted = SDL_DisplayFormat(intro2);
	if (converted) intro2 = converted;
	converted = SDL_DisplayFormat(intro3);
	if (converted) intro3 = converted;
}*/

//free surfaces
/*void MyEngine::UnloadIntro(){
	unload_surface(intro1);
	unload_surface(intro2);
}*/
